Scripted trigger · The Northern Lords files
fp1_can_raise_stele_title_scope_trigger
fp1_can_raise_stele_title_scope_trigger = yesgame/common/scripted_triggers/01_fp1_scripted_triggers.txt, line 26 (6 lines). No parameters.
fp1_can_raise_stele_title_scope_trigger is a scripted trigger in Crusader Kings III, in the The Northern Lords files, written at line 26 of its file. It takes no parameters: fp1_can_raise_stele_title_scope_trigger = yes (or no). The game's script calls it in 4 places, among them fp1_apply_stele_effects (local effect), raise_stele_variant_ancestor_value (script value) and raise_stele_variant_conquest_value (script value). Patch 1.20.1.2, from game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
What it checks
- Their culture:
- The Culture has the North Germanic Cultural Pillar
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.
The script as written (6 lines of game script)
fp1_can_raise_stele_title_scope_trigger = {
culture = {
has_cultural_pillar = heritage_north_germanic
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
}
}As written in game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls fp1_can_raise_stele_title_scope_trigger.
Scripted effects inside an event file (1)
- fp1_apply_stele_effects
Script values (3)
- raise_stele_variant_ancestor_value
- raise_stele_variant_conquest_value
- raise_stele_variant_promotion_value
Source: game/common/scripted_triggers/01_fp1_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.